目录
前言:
要说小时候称霸所有翻盖手机的小游戏,除了贪吃蛇,那就是推箱子了。
控制小人将所有箱子放到指定位置,就是这样简简单单的操作,陪伴我度过了无数个没有动画片的时光。
这个画面是不是特别熟悉?
小编也是从玩「推箱子」那个年代过来的人。那时,我拿个学习机,在老师眼皮子底下,通过了一关又一关。现在想起来,依然觉得很快乐。
今天一天都没给大家更新游戏了,看大家饥渴难耐的样子,也是时候要开始准备了。
那么今天为大家准备了童年经典游戏——推箱子,有看中就赶紧上车入手吧~
1.游戏规则
推箱子游戏是一款可玩性极高的策略解谜手游,游戏中玩家将扮演一名可爱Q萌的角色,
我们需通过将场景内的箱子,推送到合适的位置上进行摆放,才可以轻松获得游戏胜利。
整个过程虽然极其简单,但极需玩家动脑思考,充分的利用有效地空间,合理得将箱子推送到指定位置,从而获得游戏胜利。
不仅如此,游戏整体画风十分简洁清爽,采用了简单和程式化的图形设计,给予了玩家前所未有的体验感哦。
2.材料准备
玩家、箱子、背景等图片素材:
3.环境安装
Python3.6、pycharm、pygame游戏模块不能少。
pip install pygame
**导入游戏的素材,**增加游戏元素
def addElement(self, elem_type, col, row): if elem_type == \'wall\': self.walls.append(elementSprite(\'wall.png\', col, row, cfg)) elif elem_type == \'box\': self.boxes.append(elementSprite(\'box.png\', col, row, cfg)) elif elem_type == \'target\': self.targets.append(elementSprite(\'target.png\', col, row, cfg))
4.游戏开始、结束界面设置
def startInterface(screen, cfg): screen.fill(cfg.BACKGROUNDCOLOR) clock = pygame.time.Clock() while True: button_1 = Button(screen, (95, 150), \'开始游戏\', cfg) button_2 = Button(screen, (95, 305), \'退出游戏\', cfg) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: if button_1.collidepoint(pygame.mouse.get_pos()): return elif button_2.collidepoint(pygame.mouse.get_pos()): pygame.quit() sys.exit(0) clock.tick(60) pygame.display.update() def endInterface(screen, cfg): screen.fill(cfg.BACKGROUNDCOLOR) clock = pygame.time.Clock() font_path = os.path.join(cfg.FONTDIR, \'simkai.ttf\') text = \'机智如你~恭喜通关!\' font = pygame.font.Font(font_path, 30) text_render = font.render(text, 1, (255, 255, 255)) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.blit(text_render, (120, 200)) clock.tick(60) pygame.display.update()
如下:
******设置游戏的界面,**导入关卡地图。
class gameInterface(): def __init__(self, screen): self.screen = screen self.levels_path = cfg.LEVELDIR self.initGame() def loadLevel(self, game_level): with open(os.path.join(self.levels_path, game_level), \'r\') as f: lines = f.readlines() # 游戏地图 self.game_map = gameMap(max([len(line) for line in lines]) - 1, len(lines)) # 游戏surface height = cfg.BLOCKSIZE * self.game_map.num_rows width = cfg.BLOCKSIZE * self.game_map.num_cols self.game_surface = pygame.Surface((width, height)) self.game_surface.fill(cfg.BACKGROUNDCOLOR) self.game_surface_blank = self.game_surface.copy() for row, elems in enumerate(lines): for col, elem in enumerate(elems): if elem == \'p\': self.player = pusherSprite(col, row, cfg) elif elem == \'*\': self.game_map.addElement(\'wall\', col, row) elif elem == \'#\': self.game_map.addElement(\'box\', col, row) elif elem == \'o\': self.game_map.addElement(\'target\', col, row)
因为游戏界面面积>游戏窗口界面, 所以需要根据人物位置滚动。
def scroll(self): x, y = self.player.rect.center width = self.game_surface.get_rect().w height = self.game_surface.get_rect().h if (x + cfg.SCREENSIZE[0] // 2) > cfg.SCREENSIZE[0]: if -1 * self.scroll_x + cfg.SCREENSIZE[0] < width: self.scroll_x -= 2 elif (x + cfg.SCREENSIZE[0] // 2) > 0: if self.scroll_x < 0: self.scroll_x += 2 if (y + cfg.SCREENSIZE[1] // 2) > cfg.SCREENSIZE[1]: if -1 * self.scroll_y + cfg.SCREENSIZE[1] < height: self.scroll_y -= 2 elif (y + 250) > 0: if self.scroll_y < 0: self.scroll_y += 2
设置玩家的精灵类,可上下左右移动等。
class pusherSprite(pygame.sprite.Sprite): def __init__(self, col, row, cfg): pygame.sprite.Sprite.__init__(self) self.image_path = os.path.join(cfg.IMAGESDIR, \'player.png\') self.image = pygame.image.load(self.image_path).convert() color = self.image.get_at((0, 0)) self.image.set_colorkey(color, pygame.RLEACCEL) self.rect = self.image.get_rect() self.col = col self.row = row \'\'\'移动\'\'\' def move(self, direction, is_test=False): # 测试模式代表模拟移动 if is_test: if direction == \'up\': return self.col, self.row - 1 elif direction == \'down\': return self.col, self.row + 1 elif direction == \'left\': return self.col - 1, self.row elif direction == \'right\': return self.col + 1, self.row else: if direction == \'up\': self.row -= 1 elif direction == \'down\': self.row += 1 elif direction == \'left\': self.col -= 1 elif direction == \'right\': self.col += 1 \'\'\'将人物画到游戏界面上\'\'\' def draw(self, screen): self.rect.x = self.rect.width * self.col self.rect.y = self.rect.height * self.row screen.blit(self.image, self.rect) \'\'\'游戏元素精灵类\'\'\' class elementSprite(pygame.sprite.Sprite): def __init__(self, sprite_name, col, row, cfg): pygame.sprite.Sprite.__init__(self) # 导入box.png/target.png/wall.png self.image_path = os.path.join(cfg.IMAGESDIR, sprite_name) self.image = pygame.image.load(self.image_path).convert() color = self.image.get_at((0, 0)) self.image.set_colorkey(color, pygame.RLEACCEL) self.rect = self.image.get_rect() # 元素精灵类型 self.sprite_type = sprite_name.split(\'.\')[0] # 元素精灵的位置 self.col = col self.row = row \'\'\'将游戏元素画到游戏界面上\'\'\' def draw(self, screen): self.rect.x = self.rect.width * self.col self.rect.y = self.rect.height * self.row screen.blit(self.image, self.rect) \'\'\'移动游戏元素\'\'\' def move(self, direction, is_test=False): if self.sprite_type == \'box\': # 测试模式代表模拟移动 if is_test: if direction == \'up\': return self.col, self.row - 1 elif direction == \'down\': return self.col, self.row + 1 elif direction == \'left\': return self.col - 1, self.row elif direction == \'right\': return self.col + 1, self.row else: if direction == \'up\': self.row -= 1 elif direction == \'down\': self.row += 1 elif direction == \'left\': self.col -= 1 elif direction == \'right\': self.col += 1
游戏关卡循环,当某个关卡过不去的时候,想重新来按住R键即可返回本关卡。
def runGame(screen, game_level): clock = pygame.time.Clock() game_interface = gameInterface(screen) game_interface.loadLevel(game_level) font_path = os.path.join(cfg.FONTDIR, \'simkai.ttf\') text = \'按R键重新开始本关\' font = pygame.font.Font(font_path, 15) text_render = font.render(text, 1, (255, 255, 255)) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(0) elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: next_pos = game_interface.player.move(\'left\', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move(\'left\') else: box = game_interface.game_map.getBox(*next_pos) if box: next_pos = box.move(\'left\', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move(\'left\') box.move(\'left\') break if event.key == pygame.K_RIGHT: next_pos = game_interface.player.move(\'right\', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move(\'right\') else: box = game_interface.game_map.getBox(*next_pos) if box: next_pos = box.move(\'right\', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move(\'right\') box.move(\'right\') break if event.key == pygame.K_DOWN: next_pos = game_interface.player.move(\'down\', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move(\'down\') else: box = game_interface.game_map.getBox(*next_pos) if box: next_pos = box.move(\'down\', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move(\'down\') box.move(\'down\') break if event.key == pygame.K_UP: next_pos = game_interface.player.move(\'up\', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move(\'up\') else: box = game_interface.game_map.getBox(*next_pos) if box: next_pos = box.move(\'up\', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move(\'up\') box.move(\'up\') break if event.key == pygame.K_r: game_interface.initGame() game_interface.loadLevel(game_level) game_interface.draw(game_interface.player, game_interface.game_map) if game_interface.game_map.levelCompleted(): return screen.blit(text_render, (5, 5)) pygame.display.flip() clock.tick(100)
如下:
判断****该关卡中所有的箱子是否都在指定位置, 在的话就是通关了。
def levelCompleted(self): for box in self.boxes: is_match = False for target in self.targets: if box.col == target.col and box.row == target.row: is_match = True break if not is_match: return False return True
效果图第二关卡如下:
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